Field of Ruin

Field of Ruin

Land

: Gain .

, , Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles their library.

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Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Uncommon
Theros Beyond Death (THB) Uncommon
Mystery Booster: Convention Edition (MYSCON) Uncommon
Ixalan (XLN) Uncommon

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Field of Ruin occurrence in decks from the last year

Standard:

All decks: 0.3%

Modern:

All decks: 0.62%

Golgari: 2.1%

Commander / EDH:

All decks: 0.04%

Red: 0.14%

Field of Ruin Discussion

Squirrel_of_War on Korvold EDH - Gotta sac 'em all!

2 weeks ago

Thanks for the comment on my deck. I agree with your comment I would make these changes and it should smooth out the deck a little bit.

-1 Golgari Signet

-1 Gruul Signet

-1 Rakdos Signet

+1 Goblin Bombardment

+1 Phyrexian Altar

+1 Coalition Relic

If you like infinite combos toss in Dockside Extortionist, combined with Temur Sabertooth you have infinite treasures/mana and with Korvold out you can draw you whole deck.

Since you run Ob Nixilis, Unshackled I would toss in a few more ways to utilize his best feature by forcing opponents to search. Ghost Quarter, Field of Ruin, and Assassin's Trophy should definitely be in here. I personally would lower your curve a little by replacing Casualties of War or at least use a more versatile wipe such as Descent of the Dragons. Hope that helps, let me know if you would like more feedback or advice. Good luck in your games.

mtgplayer100 on Kiki Control

3 weeks ago

Not really much else I would suggest you chance. Maybe add some Field of Ruin, but that does make casting kiki-jiki a bit worse, so not sure about it. Maybe Spell Snare could be good, just one or two copies. Otherwise it seems good.

MGlBlaze on Dicktouch

4 weeks ago

Keeping in mind that this is a casual budget deck, I think there are still a couple of utility lands you could use in place of a few of your basics that you might find useful, and they aren't too expensive.

Rogue's Passage would act as an extra combo piece with Phage the Untouchable

Blighted Woodland would let you grab two basics from your deck and put them on to the battlefield tapped for . Myriad Landscape is similar but needs to grab two of the same basic land.

I notice you have some land destruction in there: Ghost Quarter can be used to take out a a different utility land from another player. Field of Ruin is similar, but targets nonbasics specifically - ditto for Tectonic Edge and Encroaching Wastes

Ice Floe can keep any one creature without flying that might otherwise pose as a problem.

Barren Moor, Tranquil Thicket, Desert of the Indomitable, Desert of the Glorified, Drifting Meadow and Polluted Mire are also some other land options. They're slow since they enter the battlefield tapped, but you can cycle them if you don't need the mana at that time. Ash Barrens might also be interesting.

A number of the suggestions are from this list; others are anything I could think of at the time that could be helpful while being inexpensive.

Sorin_Markov_1947 on Selesnya enchantment

1 month ago

I think the ramp in this deck (Wolfwillow Haven, Dryad of the Ilysian Grove) is really unnecessary. At the top of your curve, you only have 6 five-drops (two of which should be taken out - Cavalier of Dawn isn't that good). You could add some cheap enchantments (Sentinel's Eyes is nice, because it's repeatable) to replace the ramp.

You maybe need more lands. 23 is a pretty low count, but if you don't have much at the top of your curve you might not need more than 24. On the subject of lands, more basics are needed. Fabled Passage is totally unnecessary in a two-color deck. Field of Ruin is rarely relevant, but if you have enough colored sources, I don't see why not. Same sort of thing with Temple of Plenty. Tapped lands are bad, but if you find that you have openings to play lands tapped, why not?

Your sideboard could use some regularity. One-ofs are rarely worth it in a non-Fae of Wishes deck. Find some cards that are particularly good against bad matchups, and have 3-4 of each of them.

Riveyn on Land/Mana Question

1 month ago

TypicalTimmy

1x Azorius Chancery - (2)

1x Command Tower - , , or (3)

1x Field of Ruin - (4)

1x Flooded Grove - : or , : , , or (5)

6x Forest - x6 (11)

1x Glacial Fortress - or (12)

1x Hinterland Harbor - or (13)

1x Incubation Druid - : or (if +1/+1 is on Incubation Druid (16)

4x Island - x4 (20)

1x Jungle Basin - (22)

1x Karn's Bastion - (23)

1x Myriad Landscape - (24)

1x New Horizons - : Add two mana of any one color (25)

1x Oran-Rief, the Vastwood - (26)

4x Plains - x4 (30)

1x Reliquary Tower - (31)

1x Seaside Citadel - , , or (32)

1x Selesnya Sanctuary - (34)

1x Simic Growth Chamber - (36)

1x Sol Ring - (38)

1x Sunpetal Grove - or (39)

1x Temple of Enlightenment - or (40)

1x Temple of Mystery - or (41)

1x The Great Henge - (43)

1x Treetop Village - (44)

1x Weaver of Currents - : (46)

I miss counted earlier. Up to 46 total mana available

wallisface on Milling My Friend 'Till They Hate Me

1 month ago

So some thoughts:

  • Fraying Sanity is a bad card in general, but really bad to have more than 1-of. Drawing a second one in a game often means that you’ve ended up losing that game (i know extra copies let you mill more, but anything after the first is a waste). I’d drop to only running 0-1 of that card.

  • Drop Traumatize - it’s cmc is too expensive and by the time you can cast it, it’s not doing too much. I get it’s interaction with Fraying Sanity, but this feels more like a gimic than a viable option.

  • Ghost Quarter doesn’t force the opponent to search their library, you probably want Field of Ruin to make sure they’ve searched so you can trap them.

  • Mill isn’t about racing (there are many decks that just race faster and more consistently), it’s a deck about denying your opponent his key resources and control. I recommend doing a google of Sqlut - he’s a competitive mill player who’s doing heaps towards paving the way to make mill a contender in the modern competitive format. His various posts and decklists should help you going forwards to make a stronger mill deck :)

nlaz123 on Heliod Stax

1 month ago

I would recommend replacing Field of Ruin with Ghost Quarter or Tectonic Edge. Field of Ruin ramps each player a land, not just you and the person whose land you destroyed. Also, since your deck is really creature heavy I might include Faith's Reward or Brought Back since the deck is vulnerable to sweepers.

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